This document summarizes Andy Fawkes' presentation at the 8th SMi Annual Land Forces Simulation and Training Conference in London. The presentation discusses trends in military simulation and training, including increasing use of gaming technology, virtual reality, augmented reality, cloud computing, wearables, and artificial intelligence. It outlines the US Army's vision for a Synthetic Training Environment by 2029 that will integrate virtual, gaming and constructive simulations. The presentation also examines how military training can learn from massively multiplayer online games and looks at improving utilization of virtual training devices. It emphasizes the need for organizational integration, demonstrated cost-effectiveness of new technologies, and minimizing required behavioral changes for military customers.
4. Training Context
• Asymmetrical & Symmetrical Ops
• Joint/Coalition Operations
• New C4ISTAR and Network Capabilities
• Growing Cyber Threat
• More Remote and Autonomous Systems
• Pressure on Funding
• Technology not Waiting for the Military
• Recruit Expectations
5. SISO/US Army – ENGTAM Group
(Exploration of Next Generation Technology Applications to Modeling and Simulation)
• Gaming Technology
– The games-derivative simulation software is already used in many areas of training
and is extending into the image generator and mission rehearsal spaces.
• Virtual Reality
– VR may find its way into a number of new applications in the military training space
where immersion and physical space are significant or limiting factors.
• Augmented Reality.
– AR may become increasingly more prevalent in training as the technology becomes
more robust and most probably making its way into the operational space too.
• Cloud and Streaming
– Future simulation and other training and education services may be streamed across
the enterprise over a private secure cloud and network.
• Wearables/IoT
– In the military domain it will be possible to monitor and interact with all military people
and equipment with value in both training and operations.
• Big Data and Data Analytics
– The ability to monitor, record and learn from training data will be enhanced.
• Artificial Intelligence
– AI will impact on operations but also training through improved AI in simulations and
intelligent tutoring.
https://www.sisostds.org/StandardsActivities/StudyGroups/ENGTAMSG.aspx
6. US Army Synthetic Training Environment
(STE)
• IOC of 2023 and FOC 2029
• Building a single synthetic environment that can
handle virtual/gaming and constructive.
• Incorporate the US Army’s one-world terrain project
which maps the entire globe, both geographically
and socio-politically.
• Deliver training to the point of need.
• Create artificial intelligence to reduce the need for
human role players in exercises and offer intelligent
enemy forces.
• Intelligent tutors for computer-based training.
• Utilize big data for analytics and visualization.
7. Can We Learn from
Massively Multiplayer Online Games? (MMOGs)
• A MoD/Dstl Funded Research Project
8. • Persistent interactive world that can
be accessed 24/7
• Millions of Concurrent Users
• Player data that tracks and rewards
performance
• In game communication and
interaction with other players
• Online Communities and Support
• Supports thin client approach
• Secure login
• Ranked/Unranked Worlds
Typical MMOG Characteristics
9. Medium Support Helicopter Aircrew Training
Facility - RAF Benson
• Computer-based training
and computer aided
instruction
• Six full-mission simulators
(stand-alone or networked)
• Tactical Control Centre
CAE
14. A Training and Simulation Recipe
• Learning Focused - Analytics Drawing on Both Live and
Simulated Training
• Quantified Human
• Training at the Point of Need
• Range of Devices to Consume and Interact with Media
• Individual Collective Training Boundary Blurred
• Fewer but More Empowered Instructors
• Sharable and Discoverable Content
• Persistent Networked Training Environment Instantly
Scalable from Individual, through Team, Collective, Joint and
Coalition
• Seamless Live-Virtual-Constructive Infrastructure
• Rapidly Reconfigurable and Full Support of Mission
Preparation
• Supports Training of and with Autonomous Systems
• Affordable
15. Learning Focused - Analytics Drawing on
Both Live and Simulated Training
• Descriptive
– What happened?
• Diagnostic
– Why?
• Predictive
– What will happen?
• Prescriptive
– Make it happen
22. Persistent Networked Training Environment
Instantly Scalable from Individual, through Team,
Collective, Joint and Coalition
• Effortlessly Scalable from Individual, through
Team, Collective, Joint and Coalition
Pixabay
29. 1812 - Kriegsspiel ("war play")
• Key features:map grid; different terrain types; gaming pieces;
dice; fog of war and communication difficulties; impartial third
party referee
36. UK SDSR Simulation Targets - 2010
• Step Change in Exploitation of Simulation for
More Cost Effective Training
• 25% Transfer Current Live Training to
Simulation by 2015
• Further 25% Current Live Training to
Simulation by 2020
• 5% Change per Annum
37. 30 Years of Game Graphics
Sploid Oct 14 – Atari 2600 Raiders Lost Ark – PS4 Nathan Drake Uncharted 4
43. UK Land Training Systems
Lead Contractor
Collective Training Sustainment Programme tbd
Main Collective Land Training Systems
Combined Arms Tactical Trainer Lockheed
Area Weapons Effect Simulator Cubic
Direct Fire Weapon Effects Simulator SAAB
Command and Staff Trainer Raytheon
Other Collective Land Training Systems
Battlegroup Command & Control Trainer Lockheed
Synthetic Wrap QinetiQ/Cubic
Dismounted Close Combat Trainer Meggitt
Small Arms Range Targetry System Lockheed
Low Level Urban Skills Trainer Cubic
Unit Based Virtual Trainer NSC
C-IED Collective Trainer SAAB
Urban Battle Tactics Trainer (Contact) NSC
Defence Virtual Simulation Bohemia
Training and Education Architecture (Land) ?
44. Value for Money? - US GAO Aug 16 Report
• Seven (US Army) virtual training devices are used on
average for 21% of their total availability
• Four of the low-use systems cost more than $70 million
to procure and $15 million to operate in FY2015
• Gaps in Governance:
– Front-end analysis
– Effectiveness analysis
– Linkage with training strategies
“Efforts to Adjust Training Requirements Should Consider the Use of Virtual Training Devices”
Utilisation
Engagement Skills Trainer II (EST II) 38%
Call for Fire Trainer II 37.8%
Games for Training VBS coming 30.8%
Dismounted Soldier Training System (DSTS) 15.4%
Stryker Mobile Gun System Advanced Gunnery Training System (MGS AGTS) 8.6%
Intelligence and EW Tactical Proficiency Trainer (IEWTPT) 8.4%
Common Driver Trainer (CDT) Mine Resistant Ambush Protected (MRAP) vehicle device 1.3%
48. Beyond the Hype –
Exploiting Technology
• Minimise the need for behavioural change
for the military customer
• Demonstrate and prove quantitatively the
technology’s cost effectiveness
• Marketing aimed at a pragmatic customer
not a technology enthusiast or laggard